Betreuer: Ali Sunyaev, Manuel Schmidt-Kraepelin
Forschungsgruppe: Critical Information Infrastructures
Beginn: 29. Juni 2018
Abgabe: 27. September 2018
Gamification is a novel phenomenon that aims at motivating people by taking advantage of their growing passion for games. It refers to the application of so‐called game elements (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). Especially in healthcare, increasing attention is being paid to Gamification and increasing numbers of gamified health and fitness apps are being published in the Apple App Store and Google Play Store. Prominent examples of such apps include Nike+, Zombies, Run!, and Mango Health.Existing research in the field of gamified Health and well-being has mainly focused on the intended effects of Gamification such as increased user engagement and motivation or healthy lifestyles. However, little attention has been payed to potentially harmful effects and risks that can occur when utilizing gamification. In order to to design meaningful gamification concepts we need to increase our knowledge on risks and harmful effects of game elements in non-game contexts.
The objective of this theses is to systematically review existing literature on gamification in healthcare towards risks and potentially harmful effects of gamification in health and well-being.
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